Debug question! please help

corkingx

Member
So ive got 2 debug monitors and infinistar antihack


So, lets go

Ive got when i join server a normal debug monitor,
Actually not anymore cause infinistar uses the end key to hide and show the debug monitor but infinistar uses the key for some code some admin code

when i press insert we get a really bad debug monitor that doesnt look good, its crappy its original

what i want todo is change the normal debug monitor wich ive got this script for

Code:
*
 
    /////Tweaked j0k3r5 / Original work done by Matt L / and to anyone else that is involved that Ive forgotten////
    ////www.j0k3r5.com////
    If modified and released give credits where due, thank you.
   
*/
 
 
 
 
 
 
 
 
 
 
 
if (isNil "custom_monitor") then {custom_monitor = true;} else {custom_monitor = !custom_monitor;};
 
while {custom_monitor} do
{
    _logo = "custom_stats\stats_logo.paa";
    _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
    _nearestCity = nearestLocations [getPos player, ["NameCityCapital","NameCity","NameVillage","NameLocal"],750];
    _textCity = "Wilderness";
        if (count _nearestCity > 0) then {_textCity = text (_nearestCity select 0)};
        if (player == vehicle player) then
        {
    _pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture'));   
        }
        else
        {
    _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));   
        };
    _kills =                player getVariable["zombieKills",0];
    _killsH =                player getVariable["humanKills",0];
    _killsB =                player getVariable["banditKills",0];
    _humanity =                player getVariable["humanity",0];
    _headShots =            player getVariable["headShots",0];
    _zombies =              count entities "zZombie_Base";
    _zombiesA =            {alive _x} count entities "zZombie_Base";
    _banditCount =            {(isPlayer _x) && ((_x getVariable ["humanity",0]) < 0)} count playableUnits;
    _heroCount  =            {(isPlayer _x) && ((_x getVariable ["humanity",0]) >= 5000)} count playableUnits;
   
   
   
    hintSilent parseText format ["
   
    <t size='1'    font='Bitstream'align='center'>%1</t><br/>
    <t size='1'    font='Bitstream'align='center' color='#ffff00' >MRiCLAN.com</t> <br/>
    <t size='1'    font='Bitstream'align='center' color='#ffff00' >TS: ts63.gameservers.com:9177</t> <br/>
    <br/>
    <img size='6' image='%13'/>
    <br/>
    <br/>
    <t size='0.75'    font='Bitstream'align='left'>Location:</t><t size='0.75'                font='Bitstream'align='right'>%15</t><br/>
    <t size='0.75'    font='Bitstream'align='left'>Blood Left:</t><t size='0.75'                font='Bitstream'align='right'>%2</t><br/>
    <t size='0.75'    font='Bitstream'align='left'>Humanity:</t><t size='0.75'                font='Bitstream'align='right'>%3</t><br/>
    <t size='0.75'    font='Bitstream'align='left'>Heroes Killed:</t><t size='0.75'            font='Bitstream'align='right'>%4</t><br/>
    <t size='0.75'    font='Bitstream'align='left'>Bandits Killed:</t><t size='0.75'            font='Bitstream'align='right'>%5</t><br/>
    <t size='0.75'    font='Bitstream'align='left'>Zeds Killed:</t><t size='0.75'            font='Bitstream'align='right'>%6</t><br/>
    <t size='0.75'    font='Bitstream'align='left'>Headshots:</t><t size='0.75'                font='Bitstream'align='right'>%7</t><br/>   
    <t size='0.75'    font='Bitstream' align='left'>FPS: </t><t size='0.75'                    font='Bitstream' align='right'>%10</t><br/>
    <t size='0.75'    font='Bitstream'align='left'>Survived:</t><t size='0.75'                font='Bitstream'align='right'color='#FF0000'>%17 Dayz</t>
    <br/>
    <br/>
    <t size='1'        font='Bitstream'align='center'color='#FF0000'>Restart in %14 minutes!</t>
    <br/>
    <t size='1'    font='Bitstream'align='center' color='#ffff00' >TEAMSPEAK IP</t>
    <br/>
    <br/>
    <img size='4' image='%16'/>
    <br/>
   
   
   
    ",
    dayz_playerName,                                            //1
    r_player_blood,                                                //2
    round _humanity,                                            //3
    _killsH,                                                    //4
    _killsB,                                                    //5
    _kills,                                                        //6
    _headShots,                                                    //7
    count entities "zZombie_Base",                                //8
    diag_fps,                                                    //10
    _logo,                                                        //13
    (180-(round(serverTime/60))),                                //14
    _textCity,                                                    //15
    _pic,                                                        //16
    (dayz_Survived)                                                //17
    ];
sleep 1;
};
 
 
private ["_toggleUseTime","_toggleLastUsedTime","_lastToggle","_toggleUseTime","_toggleOn","_toggleOff"];
 
_toggleUseTime = 1; // Amount of time it takes in second for the player to toggle custom debug
_toggleLastUsedTime = 8; // Amount of time in seconds before player can toggle custom debug again
_toggleTime = time - lastToggle; // Variable used for easy reference in determining the cooldown
_toggleOn = s_player_toggle;
_toggleOff = s_player_toggle;
 
if (dayz_combat == 1) then { // Check if in combat
    cutText [format["You are in Combat and cannot toggle debug"], "PLAIN DOWN"]; //display text at bottom center of screen when in combat
} else {
 
    player removeAction s_player_toggle; //remove the action from users scroll menu
   
    r_interrupt = false; // public interrupt variable
    _started = false; // this starts as false as a check
    _finished = false; // this starts as false
    while {r_doLoop} do {
        if (_started && (time) > _toggleUseTime) then {
            r_doLoop = false; // turns off the loop
            _finished = true; // set finished to true
            lastToggle = time; // the last toggle time
        };
        if (r_interrupt) then {
            r_doLoop = false; // if interrupted turns loop off early so _finished is never true
        };
        sleep 0.1;
    };
    r_doLoop = false; // make sure loop is off
   
    if (_finished) then {
        // this is for handling if interrupted
        r_interrupt = false;
        player switchMove "";
        player playActionNow "stop";
        cutText [format["You have disabled your stats panel!"], "PLAIN DOWN"]; //display text at bottom center of screen on interrupt
        hintSilent "";
    };
};


i want to make this work on the insert button!
 
You need to have a custom compiles.sqf.

Then take dayz_spaceInterrupt.sqf from your dayz_code.pbo and put it in your mission.pbo, then make your compiles point to it.

Then take a copy of your playerstats.sqf from your dayz_code.pbo and modify it to your liking, and make the two lines in dayz_spaceInterrupt point to your new custom playerstats.sqf.

Then when you hit insert it will instead show your custom debug moniter.
 
Back
Top